#220
Posted 10 July 2014 - 01:32 PM
OK, here is my humble review of the episode.
First, the central theme is really unique and interesting, never before seen such in this game. It's good to have a feeling that all you have to do is to clean up an invaded skyscraper, and the world is living happily around it (unlike in the original Duke3D, and most user made stuff, where it feels like you are the last man on the planet). Second, I love the cutscenes both in the start and the end, also love the Polymer-made level outro as well (funny, as the episode doesn't support Polymer after all)... they all look very graphical and colorful, the scripted sequences are pitch perfect. On the negative side, I'm not sure the maps themselves are really good fit for this particular central theme. They are so different to each other, which really raises the question if they take place in the same building. For example, Flesh has some medieval touch, then comes a horror show in Poorman's Library, then an entirely different realistic inner building theme in Showcase. These places should be linked somehow to get a feel of progression. Despite having a central theme, I never actually felt the progressive feeling, like in the DNF2013 mod. It's just the blue key you have to collect, and despite the same start and the same ending in most levels, the rest is more or less are like normal maps, only without major outdoor sections.
But all of this don't steer away from the fact that this episode is high quality and very well produced and presented. Here is my particular take on the maps themselves:
1. Lobby - I have to say this is one of the weaker maps in the episode. It's just your usual pedestrian key-hunt and enemy ass-kicking. Also the level is too long IMHO. The Lobby should have been a lot bigger and multi storey as it is in standard skyscrapers. The map has some good details though, and the flow is fine, so no real problem here, just it's a bit bland in comparison to the others. I like the cars outside.
2. Executive - It's pretty much like Lobby, but have better visuals overall. I liked the idea of some kind of renovation is going on, but it also made many areas cramped and then fights can be annoying and difficult as well. The forcefield puzzle was pretty interesting but killed some of the pace (and me too LOL). As the details and the texturing are top notch, this map plays better with god mode.
3. Construction destruction - The first truly kickass map in the episode. I heard it's the author's first map which is hard to believe because of the professionalism seen in the level. The general layout is excellent, the backtracking is used very smartly, and the overall fast paced gameplay adds to the quality as well. The whole construction theme could be used more often for Duke as this level proves. It could have been a bit bigger though.
4. Bits - Standard, but very elegant looking map, typical Mikko style. I like the overall layout, the inner progression, and the overall mood of the level. It could have been a space level with some modifications.
5. Abstractech - This is probably the second best level right after Poorman's Library. First, it's a good followup to Bits with all those computer areas. Then, the level is one of the most unique I have seen lately. Some parts - with all the moving platforms and it's weird puzzles - reminded me of the old level Cosik, but better utilized. I like how the maps shows its middle finger to the mandatory realism used most of the time. One minor glitch belongs to the buttons, as some of them cannot be pushed properly, you need your foot or pistol to activate.
6. CEO Bathhouse - A very short map that feels like a lost level from the Gate TC, except it's too short and easy. It's a little break from the usual challenge, which is not a bad thing after all. I like some of the texture choices and finally the player has some mobility in the fights.
7. Storage Wars - I'm not sure, but this one looks rather average compared to the others. For some reason it reminded me of Levelord and his unreleased levels (Cigam and Sweeney in particular). The gameplay is fun, the pace is well made, but it could have been better detailed.
8. Eat the Rich - The map is rich itself in leveldesign, but the gameplay is what makes it even more memorable. I just enjoyed using my mighty legs with kicking and stomping and almost wanted to refuse using the other guns LOL. But really, a more unique way of using weapons is certainly in need for this actual game. As for the design, yes it's top notch, but this time it could have used some user arts (like the chandellier from Duke DC) to make it even more authentic. Duke textures and sprites are limited.
9. Commercial Break - I have been wandering after the start for a rather long time as I didn't realize that the opened door is found in the room I already visited, but that's my problem. However the music from the brilliant Twin Peaks is a true winner and adds a lot to the mood. The additional sounds and the atmosphere is better than the level itself, as the leveldesign and the gameplay looks rather average without them.
10. Cinematic Lounge - another winner music, although the level's surreal and intentionally "ugly" nature may need a different one. Overall the map has typical Taivo colours, which was never failed so far. The gameplay was a true bloodbath, not hard at all, except for the Newbeasts, who kept shrinking my n00bish ass.
11. Flesh - This map is really oldschool in style, but not in a bad way. Actually the design is very clean and puritan which adds a very good mood to it. It's true that some rooms look a bit repetitive after a while. This map is really a medieval level that somehow trapped in a XXI. century skyscraper. I'm not sure why the lightswitches were just decorations as the map was pretty dark overall.
12. Poorman's Library - Move over A Dream, we have a new king for the Duke 3D horror/thriller adventures. This map really really REALLY scared me more often than not. It's not just your usual 1 time sound, you know after a while there is something bad is going to happen. Scripted sequences are at their finest, as the map gave me many surprises with the sudden changes in the actual terrain. The loud voice used in some areas takes the cake. This is in my opinion, the best map in this episode, and one of the best overall.
(to be continued... I'm tired of writing)
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